Here’s my post on Tumblr:
https://at.tumblr.com/penflowerink/ttrpg-art-asset-jam/996duxcfc5tl
Here’s my post on Tumblr:
https://at.tumblr.com/penflowerink/ttrpg-art-asset-jam/996duxcfc5tl
Hello! I would like to nominate my GM-less fantasy adventure game QuestFellows (https://penflower-ink.itch.io/questfellows) for the “What if there was a game like D&D but not by a Racist Corp” list. It’s very narrative but with a LOT of roll tables to add threat, intrigue and weirdness.
Well gosh, I missed that detail 😅 well spotted! Honestly I think both of your solutions would work fine (my personal preference being the first one involving time dilation). I personally was more interested in the “early days” aspect of the Union (I’m an unironic fan of Star Trek Enterprise 😁), but if you want to focus more on the distances involved that sounds like it could have some great RP potential too!
Hail and well met!
I thought I would share some of the work I’ve done so far on the game I’m writing for this jam.
So as the title mentions, the game is GM-less, and as such entirely based on cooperative role play and world building. In this respect it’s based on the same principles of Come Rain Come Shine.
The basic premise is that the Players have a shared pool of Adventurer Characters, who have set up and manage an Adventuring Guild.
Quests are generated using roll tables, and then played out in a series of stages using prompt and rolling for Complications along the way. This is all pretty much identical to CRCS.
Where it differs from CRCS is that I’d like to add a mechanic for defeating enemies, like in classic fantasy RPGs, but without lots of crunch like damage types, health points, etc.
The idea at the moment is to have an enemy require a certain number if successful actions made against them in order to be defeated. The Players each describe what they do on their turn, deciding if it all happens simultaneously or not. Then the enemy Action is determined by another roll table, on their turn.
What I like about this is that it keeps things narrative and player focused, while also allowing for combat scenarios as well as any other form of “defeating” (e.g. sports, rap battles, etc.). I’m thinking of calling these Challenges, and leaving it up to the Players to decide when they happen during a Quest.
For every successfully completed Quest, Players earn in-game rewards, but also Adventuring Points which they can use to gain free successful Actions.
I have more notes, but would love to know what others in the jam think!
Hi! Sorry about the PDF, if you're using the illustrated one then it might be because I made that one in photoshop and not a proper publishing / layout design program.
As for the turns: on each turn you can do two things, the options being Moving and Action.
That means you have the following combinations possible on a turn:
1. Move, Move.
2. Move, Action.
3. Action, Action.
In all three cases, you are doing two things on a turn. Hopefully that's cleared it up?
Here is a link to a rough outline of design suggestions, for you to use when making your Four Points TTRPG.
It's not prescriptive, but it might be useful.
Link to design suggestions document
Hi!
So whatever the opposite side are doing is up to the Guide, or GM. I apologize if the game came across as being a solo RPG!
The example you gave for a failed Action would be fine: after your gnome failed (presumably with a test your luck roll, and so with a negative consequence) the negative consequence could be that the bird swoops in and gets the seeds.
As Four Points is more narrative than turn-based combat focused, the player group could decide that the bird getting the seeds counts as its turn, or that the bird can try pecking at a gnome while the next character is getting ready to fend it off. If the GM says the bird is going to try pecking the next player’s gnome, that player can evade the attack as an Action, either by spending EP or testing their luck.
I hope that has cleared things up a bit!
- Tom
Hi Adelina!
That sounds like a really cool micro RPG idea!
As for how much of the SRD to include, I usually plug in a slightly condensed version which covers Actions, Conditions, Skills, Character Creation, Distances and Sizes. It’s basically the same Rules section in all of my games, with minor adjustments based on the setting. That said, if you’re worried about it getting too long for your game, you can absolutely leave stuff out that you don’t think you’ll need, or do a Guarden and just link to the SRD 😄. Probably the most important things to keep are the character creation section, and how to perform Actions (spend EP / test your luck).
I don’t have a Discord dedicated to this jam but I do have a general Penflower Ink one, for friends, other artists and designers I know, and patrons. If you / anyone else is interested in joining, let me know via DM on Twitter (@tomfummo) or here and I will send you an invite link!
Hello everyone!
First of all, thanks so much for joining the Four Points RPG Jam!
This topic is pretty much what the title suggests: a space to share your thoughts and ideas on what sort of game you’d like to make using Four Points!
I’ll get the ball rolling: I’m currently working on a kind of retro fantasy game about Goblins learning how to do magic, tentatively titled Goblins & Grimoires. It has its own spell crafting rules, and I’m developing a bestiary for its setting.